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https://github.com/kuhyx/steam-backlog-enforcer.git
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A running game process was treated as proof of play. On 2026-08-28 the budget
billed ~2h23m while a gatelock screen locker covered the display and the
machine could not be touched at all -- the game was simply still resident.
A tick now bills only when all three hold, evaluated together rather than
short-circuited so the audit log can answer "was the screen ALSO locked?":
* no gatelock guard owns the screen (_screen_hold, via /proc/locks)
* the focused window belongs to a qualifying process or its ancestry
* some input source has been used within idle_grace_seconds (default 300)
Any probe that cannot answer BILLS the tick and is recorded in `degraded`.
A broken detector must never become an unlimited-gaming exploit.
Three findings from measuring this machine rather than assuming:
* /dev/input/js0 here is an *ASRock LED Controller* -- the kernel exposes
the motherboard RGB device as a joystick. A presence check would have
disabled the idle criterion permanently, so _controller_input watches for
real events instead (skipping joydev's synthetic open burst).
* Aseprite's window carries no _NET_WM_PID at all, so focus attribution
falls back to XRes, which asks the server who owns the window rather than
trusting the client to have announced itself.
* /proc/locks reports gatelock's hold without taking it; gatelock's own
read_claim_if_held detects held-ness by acquiring, which would race a
guard every 3 seconds.
Idle pauses also refund the grace period once per walk-away, on the
engaged->paused edge only, never across a day rollover, and never on the first
tick after a restart -- the only place the counter moves backwards.
Everything is recorded to /var/log/steam-backlog-enforcer/budget.jsonl, on
change plus a heartbeat rather than one line per 3s tick. Records name the
qualifying PIDs: reconstructing this incident from journald alone was only
possible by inferring accrual from the spacing of two warning notifications.
Also: refuse to bounce Steam while a game is running. ensure_steam_debug_port
relaunches Steam when the CDP port is closed, which kills the running game --
that is how restarting the daemon to deploy this change ended a live session.
It now defers exactly as it already did for in-flight game updates.
Talks to X through ctypes over one cached connection: at a 3s tick, forking
xprintidle and xprop would cost ~40 forks a minute.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019CEsG6BzHtYR9cHcdxPZqG
156 lines
5.8 KiB
Python
156 lines
5.8 KiB
Python
"""Tests for turning each engagement signal into a pause cause.
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The rule under test everywhere: a probe that *fails* must not pause the tick.
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Failing closed keeps a broken detector from becoming free gaming.
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"""
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from __future__ import annotations
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from dataclasses import replace
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from pathlib import Path
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from unittest.mock import MagicMock, patch
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from steam_backlog_enforcer._engagement_probes import (
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assess_focus,
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assess_idle,
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assess_screen,
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focus_qualifies,
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)
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from steam_backlog_enforcer._engagement_types import CauseTally
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from steam_backlog_enforcer._playtime_state import PlaytimeRules
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from steam_backlog_enforcer._screen_hold import ScreenHold, ScreenHoldError
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from steam_backlog_enforcer._x_probe import XProbeError
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EP = "steam_backlog_enforcer._engagement_probes"
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RULES = PlaytimeRules(
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budget_seconds=28800.0,
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warn_at=(3600,),
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sigkill_after=30.0,
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count_launchers=True,
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enforcement=True,
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demo=False,
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engagement_gate=True,
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idle_grace_seconds=300.0,
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require_game_focus=True,
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)
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def _probe(idle: float = 0.0) -> MagicMock:
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probe = MagicMock(name="XProbe")
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probe.idle_seconds.return_value = idle
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return probe
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class TestAssessScreen:
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def test_a_held_screen_pauses(self) -> None:
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tally = CauseTally()
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held = ScreenHold(held=True, holder_pid=99)
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with patch(f"{EP}.screen_hold", return_value=held):
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assert assess_screen(Path("x"), tally) == (True, 99)
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assert tally.causes == ["screen_held"]
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assert tally.degraded == []
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def test_a_free_screen_does_not_pause(self) -> None:
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tally = CauseTally()
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with patch(f"{EP}.screen_hold", return_value=ScreenHold(held=False)):
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assert assess_screen(Path("x"), tally) == (False, None)
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assert tally.causes == []
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def test_a_failed_probe_bills_and_is_recorded(self) -> None:
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tally = CauseTally()
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with patch(f"{EP}.screen_hold", side_effect=ScreenHoldError("boom")):
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assert assess_screen(Path("x"), tally) == (None, None)
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assert tally.causes == []
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assert tally.degraded == ["screen_held"]
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class TestAssessFocus:
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def test_disabled_criterion_reports_nothing(self) -> None:
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tally = CauseTally()
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relaxed = replace(RULES, require_game_focus=False)
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assert assess_focus(_probe(), relaxed, {1}, tally) is None
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assert tally.causes == []
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def test_the_game_owning_focus_does_not_pause(self) -> None:
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tally = CauseTally()
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with patch(f"{EP}.focused_pid", return_value=42):
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assert assess_focus(_probe(), RULES, {42}, tally) == 42
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assert tally.causes == []
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def test_another_window_owning_focus_pauses(self) -> None:
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tally = CauseTally()
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with patch(f"{EP}.focused_pid", return_value=7):
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assert assess_focus(_probe(), RULES, {42}, tally) == 7
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assert tally.causes == ["focus"]
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def test_a_failed_probe_bills_and_drops_the_connection(self) -> None:
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tally = CauseTally()
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probe = _probe()
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with patch(f"{EP}.focused_pid", side_effect=XProbeError("no display")):
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assert assess_focus(probe, RULES, {42}, tally) is None
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assert tally.causes == []
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assert tally.degraded == ["focus"]
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probe.close.assert_called_once()
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class TestAssessIdle:
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def test_recent_input_does_not_pause(self) -> None:
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tally = CauseTally()
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controller = MagicMock()
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controller.seconds_since_activity.return_value = None
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assert assess_idle(_probe(1.0), controller, RULES, tally, 5.0) == (1.0, None)
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assert tally.causes == []
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def test_silence_past_the_grace_pauses(self) -> None:
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tally = CauseTally()
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controller = MagicMock()
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controller.seconds_since_activity.return_value = None
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assess_idle(_probe(400.0), controller, RULES, tally, 5.0)
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assert tally.causes == ["idle"]
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def test_recent_controller_input_keeps_the_tick_alive(self) -> None:
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# The X idle counter cannot see a gamepad; without this, a controller
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# session would pause the budget and hand out free gaming.
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tally = CauseTally()
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controller = MagicMock()
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controller.seconds_since_activity.return_value = 2.0
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assert assess_idle(_probe(9999.0), controller, RULES, tally, 5.0) == (2.0, 2.0)
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assert tally.causes == []
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def test_a_failed_probe_bills_and_drops_the_connection(self) -> None:
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tally = CauseTally()
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probe = _probe()
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probe.idle_seconds.side_effect = XProbeError("no display")
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controller = MagicMock()
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controller.seconds_since_activity.return_value = 7.0
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assert assess_idle(probe, controller, RULES, tally, 5.0) == (None, 7.0)
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assert tally.causes == []
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assert tally.degraded == ["idle"]
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probe.close.assert_called_once()
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class TestFocusQualifies:
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def test_nothing_focused_does_not_qualify(self) -> None:
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assert focus_qualifies(None, {1234}) is False
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def test_the_process_itself_qualifies(self) -> None:
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assert focus_qualifies(1234, {1234}) is True
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def test_a_descendant_window_qualifies(self) -> None:
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# Proton games commonly own their window from a child process.
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with patch(f"{EP}._read_ppid", side_effect=[500, 42]):
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assert focus_qualifies(9000, {42}) is True
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def test_reaching_init_does_not_qualify(self) -> None:
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with patch(f"{EP}._read_ppid", return_value=1):
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assert focus_qualifies(9000, {42}) is False
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def test_an_unreadable_parent_does_not_qualify(self) -> None:
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with patch(f"{EP}._read_ppid", return_value=None):
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assert focus_qualifies(9000, {42}) is False
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def test_a_pathological_chain_terminates(self) -> None:
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with patch(f"{EP}._read_ppid", side_effect=lambda pid: pid + 1):
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assert focus_qualifies(9000, {42}) is False
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